Awesome tutorial man, came at a good time for me as I'm fast approaching painting a face as opposed to making a headwrap from photos. Thank you for posting the pdf version as well, added it into my tutorials folder The spacing on the blend tool is really helpful, I've heard fellow students not liking the way the blend tool…
Your model doesn't have sockets 12-16, which are used for animation blending. Go into yout animation file and add the sockets manually. This page explains what I mean, go down to the "Sockets Explained" part: http://www.sunny-d.com/ut2003tut_page7.html I was able to get your animations to blend by adding the sockets. So…
If that is a PS1 era gif of resident evil 2 or what ever, then there is probably no blend weights at all and the body parts are separately segmented parts that are weighted totally to a single bone. Hard to tell from that gif. But games like morrowind and FFVII did similar. Basically kill any blend weights, and weight each…
Followed the video but didn'thelp , it basically sugests to rise the texture of light bleed points to 4096 ... well even with that nothinchanges, I always have light bleeds from roof and a different coloration seam between two walls , I tried to put even the same item sided two times and one gets a color the other gets…
Hey that's really neat. Looks like a lot of work went into this. I'd love to see a little bit of texture blending here and there. The hard edges are nice in a general way, but some of the transitions are really abrupt, like where a road branches in a T shape. Or where the water touches the land. I think a few blends would…
Unreal Engine Height-Blend Shader with Tessellation Here is a landscape shader using heightmap output to generate blending between textures. In the example picture i use grass, leaves, small cliff and big cliff textures. The landscape is tessellated depending on camera distance using heightmaps to define the geometry. The…
to make it stronger combine the normal with itself using a normal combine node - if it's too strong blend one of them with a flat normal direction using a normal blend node first. as a rule, it's better to work with height information in substance, you can generate a lot more stuff from it than a baked normal and layering…
That was done in UDK IIRC, you cannot animate materials in X2 right off the bat (since they don't support vertex distortion, flipbooks, etc). You could maybe blend several version of shader using one of the blending modes in Max? Each one using a different texture? But that would take far too long and would not be worth it.
- Should I move the high and low's into their own .blend files before exporting? As far as I know there is no reason to do that, you can just export them individually to their own .fbx (or whatever you want to use) with the "selected only" checkbox in the exporter. If you want to bake in Blender itself you need to have…
For the tinting, what engine are you using? Both Unreal and Cryengine can tint.. Is the vertex paint for blending of textures? Like this? http://docs.cryengine.com/display/SDKDOC2/Blend+Layer If it is you should do it with your textures al setup, in max or in the engine you're using. It's hard to apply it before you see…